bugfixes
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@ -58,7 +58,7 @@ static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3Sewing
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struct triangulateio in, mid, out;
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struct triangulateio in, mid, out;
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// Prepare the input structure
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// Prepare the input structure
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in.pointlist = (REAL*)b3Alloc(pattern->vertexCount * 2 * sizeof(REAL));
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in.pointlist = (REAL*)malloc(pattern->vertexCount * 2 * sizeof(REAL));
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const float32* fp = (float32*)pattern->vertices;
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const float32* fp = (float32*)pattern->vertices;
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for (u32 i = 0; i < 2 * pattern->vertexCount; ++i)
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for (u32 i = 0; i < 2 * pattern->vertexCount; ++i)
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{
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{
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@ -109,7 +109,7 @@ static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3Sewing
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// Refine
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// Refine
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// Prepare middle structure
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// Prepare middle structure
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mid.trianglearealist = (REAL*)b3Alloc(mid.numberoftriangles * sizeof(REAL));
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mid.trianglearealist = (REAL*)malloc(mid.numberoftriangles * sizeof(REAL));
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for (int i = 0; i < mid.numberoftriangles; ++i)
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for (int i = 0; i < mid.numberoftriangles; ++i)
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{
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{
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mid.trianglearealist[i] = desiredArea;
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mid.trianglearealist[i] = desiredArea;
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@ -158,7 +158,7 @@ static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3Sewing
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}
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}
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// Free the input structure
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// Free the input structure
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b3Free(in.pointlist);
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free(in.pointlist);
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// Free the middle structure
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// Free the middle structure
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free(mid.pointlist);
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free(mid.pointlist);
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